Skill Gem /117
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are
pushed out of the way.
Cause a Corpse to violently explode, damaging surrounding enemies.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Fire an arc of knives in front of the caster which deals physical damage.
Fire an arc of knives in front of the caster which deals physical damage.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Shapeshift into a bear and swipe with your claws. Hitting enemies generates rage.
[DNT-UNUSED] Not a claw attack, more like a bite
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves behind Jagged Ground.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Strike with your Swords.
Strike with your Maces.
Strike with your Daggers.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Fire an arrow with your Bow.
Fire a bolt from your crossbow.
Launch a fiery Projectile towards a target.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants
Purple Flames of Chayula for a duration.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
[DNT-UNUSED] Detonates stuff.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
[DNT] Bear with me
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is Consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
Skill Gem Quality /15
(0–20)% more Critical Hit Chance
Hits against targets with attached Rods gain (0–10)% of Damage as extra Lightning Damage
Next Critical Hit against Marked Enemy has (0–15)% increased Critical Damage Bonus
(0–20)% more Damage with Hits against Enemies with Fully Broken Armour
(0–6)% more Damage with Hits for each Spike
(0–20)% more Critical Hit Chance
Elemental Damage from Hits is taken from the Barrier before your Life, Mana or Energy Shield
Barrier can take Elemental Damage up to (0–5)% of your Armour and Evasion Rating
Barrier can take Elemental Damage up to (0–5)% of your Armour and Evasion Rating
Support Gem /71
Supports any skill with an area of effect, making it larger at the cost of damage.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Supports skills that consume Power, Frenzy or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of consuming them.
Supports skills that can be used while moving, allowing you to move faster while using them.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
Supports Crossbow Skills, granting a chance to load a bolt into all Crossbow Ammunition on kill with Supported Skill.
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage, Area of Effect, and Projectile Speed randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
[DNT-UNUSED] Supports Skills which cause Damaging Hits. Supported Skills reduce Freeze Buildup on targets they hit instead of building it up, substantially debuffing the target after consuming enough Freeze Buildup.
Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer as well as lowering the Cooldown Recovery Speed of affected Enemies. Ground Surfaces from Supported Skills only end when their duration expires.
Supports Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last two seconds, but cannot themselves deal Melee Damage.
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
Supports any Skill that Consumes Charges, granting a chance for benefits of that Consumption to be doubled.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. A percentage of Damage taken this way is Recouped by you as Life.
Supports Skills which you use yourself. On using Supported Skills while they are Empowered, you gain Volatility.
[DNT] From the Grave Support
Supports Skills which create Ice Crystals. Damaging Explosions caused by Ice Crystals from Supported Skills will Impale Enemies.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Supports Persistent Minion Skills, granting a chance when Supported Minions die for you to gain an Abyssal Monster Modifier.
Item mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Dulling | 33 | Suffix | Hits against you have (21–27)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
of Deadening | 45 | Suffix | Hits against you have (28–34)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
of Interference | 58 | Suffix | Hits against you have (35–41)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
of Obstruction | 69 | Suffix | Hits against you have (42–47)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
of the Bastion | 81 | Suffix | Hits against you have (48–54)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
Monsters mods /39
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Ignition | 12 | Suffix | Hits always Ignite All Damage from Hits Contributes to Flammability and Ignite Magnitudes | |
of Ignition | 1 | Suffix | Hits always Ignite All Damage from Hits Contributes to Flammability and Ignite Magnitudes | |
of Freezing | 12 | Suffix | All Damage from Hits Contributes to Chill Magnitude Chills from your Hits always reduce Action Speed by at least 10% | |
of Freezing | 1 | Suffix | All Damage from Hits Contributes to Chill Magnitude Chills from your Hits always reduce Action Speed by at least 10% | |
of Shocking | 12 | Suffix | Hits always Shock All Damage from Hits Contributes to Shock Chance | |
of Shocking | 1 | Suffix | Hits always Shock All Damage from Hits Contributes to Shock Chance | |
of Far Shot | 10 | Suffix | Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets | |
of Far Shot | 1 | Suffix | Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets | |
of Obstruction | 1 | Suffix | Hits against you have 80% reduced Critical Damage Bonus | |
1 | Unique | Your Hits can't be Evaded Attack | ||
1 | Unique | Never deal Critical Hits Critical | ||
1 | Unique | 50% Chance to Block Attack Damage You take 10% of damage from Blocked Hits stance movement speed +% final [-45] | ||
1 | Unique | 50% Chance to Block Attack Damage You take 10% of damage from Blocked Hits stance movement speed +% final [-50] | ||
1 | Unique | 50% Chance to Block Attack Damage +5% to maximum Block chance Cannot be Stunned by Hits you Block | ||
Aurora Cultist's Touch | 1 | Torment | +25% to Cold Resistance 50% increased Chill Duration on Enemies Physical Damage from Hits also Contributes to Chill Magnitude Elemental Cold Resistance Ailment | |
1 | Essence | Your Hits inflict Decay, dealing 250 Chaos Damage per second for 8 seconds Damage Chaos | ||
1 | Unique | Enemies Taunted by you deal 30% less Damage with Hits and Ailments against other targets | ||
1 | Unique | Gain 50% of Physical Damage as Extra Fire Damage All Damage from Hits Contributes to Flammability and Ignite Magnitudes base chance to ignite % [100] Damage Physical Elemental Fire Ailment | ||
1 | Unique | Gain 50% of Physical Damage as Extra Cold Damage All Damage from Hits Contributes to Chill Magnitude Damage Physical Elemental Cold Ailment | ||
1 | Unique | Always Shock Gain 50% of Physical Damage as Extra Lightning Damage All Damage from Hits Contributes to Shock Chance Damage Physical Elemental Lightning Ailment | ||
1 | Unique | Melee Hits have 50% chance to Fortify Attack | ||
Heretic's Grip | 1 | Torment | 25% chance to Shock All Elemental Damage from Hits Contributes to Shock Chance Physical Damage from Hits also Contributes to Chill Magnitude Elemental Cold Lightning Ailment | |
1 | Unique | 20% Chance to Block Attack Damage You take 10% of damage from Blocked Hits | ||
1 | Unique | 30% Chance to Block Attack Damage You take 15% of damage from Blocked Hits | ||
1 | Unique | 40% Chance to Block Attack Damage You take 20% of damage from Blocked Hits | ||
1 | Unique | You take 10% of damage from Blocked Hits | ||
1 | Unique | You take 15% of damage from Blocked Hits | ||
1 | Unique | 15% Chance to Block Attack Damage You take 15% of damage from Blocked Hits | ||
1 | Unique | 25% Chance to Block Attack Damage You take 20% of damage from Blocked Hits | ||
1 | Unique | 20% Chance to Block Attack Damage You take 40% of damage from Blocked Hits | ||
Serpent-Touched | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude | |
Hunted by the Ancient Serpent | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude dropped items are converted to int items [1] | |
Primate-Touched | 1 | Torment | 100% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude | |
Hunted by the Howling Ape | 1 | Torment | 100% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude dropped items are converted to int items [1] | |
Wolf-Touched | 1 | Torment | Break Armour equal to 250% of Hit Damage dealt Attacks have 50% chance to Maim on Hit | |
Hunted by the Noble Wolf | 1 | Torment | Break Armour equal to 250% of Hit Damage dealt Attacks have 50% chance to Maim on Hit dropped items are converted to dex items [1] | |
Spirit Of The Serpent | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude | |
Spirit Of The Primate | 1 | Torment | 60% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude | |
Spirit Of The Wolf | 1 | Torment | Break Armour equal to 10% of Hit Damage dealt Attacks have 50% chance to Maim on Hit |
Delve Area mods /7
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters take (15–20)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | ||
20 | DelveArea | Monsters take (21–25)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | ||
52 | DelveArea | Monsters take (26–30)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | ||
92 | DelveArea | Monsters take (31–35)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | ||
173 | DelveArea | Monsters take (36–40)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | ||
92 | DelveArea | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Elemental Fire Ailment | ||
500 | DelveArea | Area contains a Unique Boss Unique Boss drops (15–25) additional Fossils Unique Boss's Hits are always Critical Hits 19% increased Quantity of Items found in this Area 11% increased Rarity of Items found in this Area 7% increased Pack size |
Heist Area mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Conflagrating | 46 | Prefix | All Monster Damage from Hits always Ignites heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Elemental Fire Ailment | |
of Toughness | 1 | Suffix | Monsters take (15–19)% reduced Extra Damage from Critical Hits heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Damage Critical | |
of Toughness | 46 | Suffix | Monsters take (20–24)% reduced Extra Damage from Critical Hits heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Damage Critical | |
of Toughness | 68 | Suffix | Monsters take (25–30)% reduced Extra Damage from Critical Hits heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Damage Critical | |
of Toughness | 73 | Suffix | Monsters take (31–35)% reduced Extra Damage from Critical Hits heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Damage Critical | |
of Toughness | 78 | Suffix | Monsters take (36–40)% reduced Extra Damage from Critical Hits heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Damage Critical |
Heist Equipment mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Initiator's | 1 | Prefix | (25–28)% increased Damage with Hits against Enemies that are on Full Life Players deal (25–28)% increased Damage with Hits against Enemies that are on Full Life Damage | |
Instigator's | 45 | Prefix | (29–32)% increased Damage with Hits against Enemies that are on Full Life Players deal (29–32)% increased Damage with Hits against Enemies that are on Full Life Damage | |
Ambusher's | 75 | Prefix | (33–36)% increased Damage with Hits against Enemies that are on Full Life Players deal (33–36)% increased Damage with Hits against Enemies that are on Full Life Damage | |
Assassin's | 81 | Prefix | (37–40)% increased Damage with Hits against Enemies that are on Full Life Players deal (37–40)% increased Damage with Hits against Enemies that are on Full Life Damage |
Misc mods /30
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
of Stoutness | 1 | SanctumRelic | Suffix | Hits against you have (12–15)% reduced Critical Damage Bonus | |
of Tenacity | 55 | SanctumRelic | Suffix | Hits against you have (16–19)% reduced Critical Damage Bonus | |
of Unwavering | 76 | SanctumRelic | Suffix | Hits against you have (20–25)% reduced Critical Damage Bonus | |
Slaying | 1 | Jewel | Prefix | (10–20)% increased Damage with Hits against Rare and Unique Enemies Damage | dexjewel 1 default 0 |
Rancorous | 1 | Jewel | Prefix | (10–20)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailment | dexjewel 1 intjewel 1 default 0 |
Incise | 1 | Jewel | Prefix | (15–25)% chance for Attack Hits to apply Incision Damage Physical Ailment | strjewel 1 default 0 |
Slaying | 1 | Jewel | Prefix | (2–3)% increased Damage with Hits against Rare and Unique Enemies Damage | dex_radius_jewel 1 default 0 |
Rancorous | 1 | Jewel | Prefix | (5–10)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
Incise | 1 | Jewel | Prefix | (3–5)% chance for Attack Hits to apply Incision Damage Physical Ailment | str_radius_jewel 1 default 0 |
1 | Jewel | Unique | Melee Hits have 10% chance to Fortify Attack | ||
1 | Jewel | Unique | 20% increased Damage with Hits for each Level higher the Enemy is than you Damage | ||
1 | Jewel | Unique | (15–20)% increased Damage with Hits against Chilled Enemies Damage | ||
1 | Abyss | Unique | (15–25)% chance for Lightning Damage with Hits to be Lucky Elemental Lightning | ||
Lightless | 1 | Abyss | Suffix | Hits have (3–5)% reduced Critical Hit Chance against you | |
of Ulaman | 65 | Abyss | Suffix | (15–25)% chance for Attack Hits to apply Incision ulaman Damage Physical Ailment | |
of Ulaman | 65 | Abyss | Suffix | Hits have (17–25)% reduced Critical Hit Chance against you ulaman Critical | |
of Ulaman | 65 | Abyss | Suffix | Prevent +(3–5)% of Damage from Deflected Hits ulaman | |
of Ulaman | 65 | Abyss | Suffix | You take (8–15)% of damage from Blocked Hits while Active Blocking (30–40)% of Physical Damage taken as Lightning while Active Blocking ulaman Physical Elemental Lightning | |
of Amanamu | 65 | Abyss | Suffix | Hits with Shield Skills which Heavy Stun enemies break fully Break Armour amanamu | |
Amanamu's | 65 | Abyss | Prefix | Projectiles deal (20–30)% increased Damage with Hits against Enemies within 2m amanamu Damage | |
Kurgal's | 65 | Abyss | Prefix | Projectiles deal (20–30)% increased Damage with Hits against Enemies further than 6m kurgal | |
Kurgal's | 65 | Abyss | Prefix | Projectiles deal (85–109)% increased Damage with Hits against Enemies within 2m kurgal Damage | |
Ulaman's | 65 | Abyss | Prefix | Projectiles deal (60–79)% increased Damage with Hits against Enemies further than 6m ulaman | |
1 | ExpeditionRelic | Prefix | Monsters have 30% chance to Avoid All Damage from Hits | ||
1 | ExpeditionRelic | Prefix | Monsters' Hits can't be Evaded | ||
1 | ExpeditionRelic | Prefix | Monsters' Hits are always Critical Hits | ||
1 | ExpeditionRelic | Prefix | Hits against Monsters cannot be Critical Hits | ||
1 | ExpeditionRelic | Prefix | Monsters' Hits Break Armour equal to 200% of Physical Damage dealt | ||
1 | ExpeditionRelic | Prefix | Monsters' Attack Hits inflict Bleeding | ||
1 | ExpeditionRelic | Prefix | All Damage from Monsters' Hits Contributes to Poison Magnitude Monsters Poison on Hit |
Item /4
Thane Mail
Armour: 245
Evasion Rating: 223
Base Movement Speed: -0.04
Requires: Level 80, 67 Str, 67 Dex
Hits against you have (15–25)% reduced Critical Damage Bonus
Akoyan Club
Physical Damage: 46-76
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 78, 163 Str
Jade Club
Physical Damage: 31-51
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 49, 87 Str
Twin Flail
Physical Damage: 8-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.1
Requires: Level 20, 30 Str, 14 Int
Unique /47

(80–100)% increased Block chance
(100–150)% increased Armour
+(13–17)% to Chaos Resistance
local weapon implicit hidden % base damage is fire [50]
+(10–20) to Strength
+(20–30)% to Fire Resistance
(80–100)% increased Armour
(30–50)% increased Critical Hit Chance
+(20–30) to Intelligence
Leech from Critical Hits is instant
+5% to Critical Hit Chance
Culling Strike against Frozen Enemies
(-20–-10)% to Fire Resistance
+50% to Cold Resistance
Damage of Enemies Hitting you is Unlucky while you are on Low Life
50% chance to Avoid Death from Hits
+(5–7) to all Attributes
+(50–100) to all Attributes
+(10–15) to Spirit
+(60–100) to maximum Mana
+30 to Spirit
30% increased Light Radius
Critical Hits ignore Enemy Monster Elemental Resistances
(20–30)% increased Mana Regeneration Rate
+(30–50) to maximum Life
+(30–50) to maximum Mana
(100–200)% increased Critical Hit Chance
+(60–100) to Stun Threshold
Your Critical Hits do not deal extra Damage

+(10–15) to Dexterity
+(20–30)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
(15–25) Life Regeneration per second
(15–25)% increased Mana Regeneration Rate
+(20–30) to maximum Energy Shield
(60–80)% increased Spell Damage
+10 to Intelligence
+(7–13)% to Chaos Resistance
(4–6)% increased Attack Speed
(60–100)% increased Armour
(20–30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(100–150) to Accuracy Rating
+(60–80) to maximum Life
+(20–25)% to Fire Resistance
25% increased Light Radius
+(75–125) to Accuracy Rating
(10–15) Life Regeneration per second
Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
+(40–80) to maximum Life
10% increased Rarity of Items found
+(5–10)% to Critical Damage Bonus
(10–15)% increased Attack Speed
(15–30)% increased Movement Speed
Dodge Roll avoids all Hits
10% less Movement and Skill Speed per Dodge Roll in the past 20 seconds
+(20–30)% to Cold Resistance
(20–30)% increased Cold Damage
+(40–60) to maximum Mana
+(10–15) to Strength
+(20–30) to Dexterity
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
+50 Dexterity Requirement
-15 Strength Requirement
(80–120)% increased Physical Damage
50% increased Attack Speed
(15–25)% increased Light Radius
(100–150)% increased Physical Damage
+(10–15) to all Attributes
Gain 30 Life per Enemy Killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
(400–500)% increased Armour
(-5–-1)% to all Maximum Elemental Resistances
+(200–300) to Stun Threshold
Take no Extra Damage from Critical Hits
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Ignite Duration on you
(30–50)% reduced Duration of Bleeding on You
Enemies in your Presence are Intimidated
+(20–30) to Strength
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
Critical Hits Poison the enemy
(10–15)% reduced Attack Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Cannot be used while Manifested
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
Rampage

+(100–150) to Accuracy Rating
10% increased Attack Speed
(20–30)% increased Projectile Speed with this Weapon
local weapon implicit hidden added maximum chaos damage [71]
local weapon implicit hidden added minimum chaos damage [43]
local weapon implicit hidden added minimum chaos damage [43]
(10–15)% increased Attack Speed
(100–200)% increased Energy Shield
(30–50)% increased Energy Shield Recharge Rate
+25% chance to be Poisoned

+(5–8)% to Critical Hit Chance
+(15–25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup

(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
use thunderfist art variation [1]

+(80–100) to maximum Life
+(20–30) to Dexterity
(-40–-30)% to Lightning Resistance
lightning coil replace damage hit effect index [110]

50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Passive /116
25% increased Critical Hit Chance with Traps
Arrows gain Critical Hit Chance as they travel farther, up to
60% increased Critical Hit Chance after 7 metres
60% increased Critical Hit Chance after 7 metres
30% increased Block chance
+15 to Strength
20% increased Evasion Rating
36% increased Damage if you've dealt a Critical Hit in the past 8 seconds
20% increased Critical Damage Bonus
100% increased Critical Hit Chance against Enemies that are on Full Life
15% increased Critical Hit Chance
25% increased Critical Damage Bonus
Hits against you have 25% reduced Critical Damage Bonus
30% increased Damage if you've dealt a Critical Hit in the past 8 seconds
12% increased Critical Hit Chance
+10 to Intelligence
15% increased Critical Hit Chance
20% reduced Critical Damage Bonus
50% increased Critical Hit Chance
60% increased Critical Damage Bonus
20% reduced Critical Hit Chance
10% reduced Critical Hit Chance
30% increased Stun Buildup
melee critical strike chance +% when on full life [20]
30% increased Damage with Hits against Chilled Enemies
20% increased Freeze Buildup
30% increased Damage with Hits against Shocked Enemies
20% increased Physical Damage
15% increased Critical Spell Damage Bonus
20% increased Critical Hit Chance
20% increased Mana Regeneration Rate
15% increased Accuracy Rating
20% increased Accuracy Rating
Attacks gain increased Accuracy Rating equal to their Critical Hit Chance
30% reduced Damage
50% increased Critical Hit Chance against Enemies that are on Full Life
Cannot be Blinded while on Full Life
80% increased Damage with Hits against Enemies that are on Full Life
25% increased Blind duration
Enemies Blinded by you have 50% reduced Critical Hit Chance
50% increased Critical Hit Chance against Blinded Enemies
Enemies you Mark cannot deal Critical Hits
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
Hits against you have 20% reduced Critical Damage Bonus
10% increased Damage
10% increased Critical Hit Chance
Druid: 10% increased Damage
Druid: 10% increased Skill Effect Duration
20% increased Knockback Distance
Mastery: Ritual
+10% to Fire Resistance
15% increased effect of Fully Broken Armour
15% increased Duration of Damaging Ailments on Enemies
20% increased Pin duration
Pinned Enemies cannot deal Critical Hits
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
Hits against you have 30% reduced Critical Damage Bonus
15% reduced Duration of Ailments on You
+10 to Strength
Dodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
Take 30% less Damage from Hits while Dodge Rolling
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Ascendancy Passive /17
Ascendancy: Warbringer
Character: Warrior
Ascendancy: Smith of Kitava
Character: Warrior
Ascendancy: Smith of Kitava
Character: Warrior
Ascendancy: Infernalist
Character: Witch
Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
50% more Critical Damage Bonus
Ascendancy: Blood Mage
Character: Witch
25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead
Ascendancy: Stormweaver
Character: Sorceress

Trigger Elemental Storm on Critical Hit with Spells
Ascendancy: Stormweaver
Character: Sorceress
Ascendancy: Stormweaver
Character: Sorceress
Ascendancy: Gemling Legionnaire
Character: Mercenary
For each colour of Socketed Support Gem that is most numerous, gain:
•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30% less cost
•Green: 40% less Movement Speed Penalty from using Skills while Moving
•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30% less cost
•Green: 40% less Movement Speed Penalty from using Skills while Moving
Ascendancy: Gemling Legionnaire
Character: Mercenary
Skills deal 20% increased Damage per [ConnectedGem|Connected] red Support Gem
Ascendancy: Invoker
Character: Monk
Critical Hits ignore non-negative Enemy Monster Elemental Resistances
Ascendancy: Invoker
Character: Monk

Trigger Elemental Expression on Melee Critical Hit
Timeless Jewel Passive /11



Dance with Death
Maraketh Keystone
Can't use Helmets
Your Critical Hit Chance is Lucky
Your Damage with Critical Hits is Lucky
Enemies' Damage with Critical Hits against you is Lucky
Your Critical Hit Chance is Lucky
Your Damage with Critical Hits is Lucky
Enemies' Damage with Critical Hits against you is Lucky
You circle the black scorpion with enmity, daring it time and again.
Brutal Restraint: Asenath

Second Sight
Maraketh Keystone
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Hit Chance while Blinded
Blind does not affect your Light Radius
25% more Melee Critical Hit Chance while Blinded
Speak not, but listen, for danger reveals itself on the wind.
Brutal Restraint: Nasima




Corrupted Vision
Kalguuran Notable

Sacrifice of Flesh
Abyss Keystone
When taking damage from Hits, 20% of Life Loss is prevented, then 150% of Life Loss prevented this way is Lost over 4 seconds
I pledge my soul to you, Liege of the Lightless, and vow to conquer nations in your name!
Undying Hate: Amanamu


Timeless Jewel Passive Additions /5
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (7–14)% increased Critical Hit Chance | vaal_small_critical_strike_chance |
Karui | Notable | Hits against you have 10% reduced Critical Damage Bonus | karui_notable_add_damage_from_crits |
Karui | Notable | 30% increased Melee Critical Hit Chance | karui_notable_add_melee_crit_chance |
Karui | Notable | 5% of Physical Damage from Hits taken as Fire Damage | karui_notable_add_physical_taken_as_fire |
Maraketh | Notable | 25% increased Critical Hit Chance | maraketh_notable_add_global_crit_chance |
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.